package ai;

import l2p.extensions.scripts.Functions;
import l2p.gameserver.ai.DefaultAI;
import l2p.gameserver.model.L2Character;
import l2p.gameserver.model.instances.L2NpcInstance;
import l2p.gameserver.serverpackets.MagicSkillUse;
import l2p.util.Location;
import l2p.util.Rnd;

public class Taurin extends DefaultAI
{
	static final Location[] points = { new Location(80752, 146400, -3533), new Location(80250, 146988, -3559),
			new Location(80070, 146942, -3559), new Location(80048, 146705, -3547), new Location(79784, 146561, -3546),
			new Location(79476, 146800, -3547), new Location(79490, 147480, -3559), new Location(79812, 148310, -3559),
			new Location(79692, 148564, -3559), new Location(77569, 148495, -3623), new Location(77495, 148191, -3622),
			new Location(77569, 148495, -3623), new Location(79819, 148740, -3559), new Location(79773, 149110, -3559),
			new Location(79291, 149523, -3559), new Location(79569, 150214, -3548), new Location(79679, 150717, -3543),
			new Location(80106, 150630, -3547), new Location(81207, 150276, -3559), new Location(81820, 150666, -3559),
			new Location(82038, 150589, -3559), new Location(82394, 149943, -3559), new Location(82038, 150589, -3559),
			new Location(81820, 150666, -3559), new Location(81582, 150590, -3559), new Location(81535, 149653, -3495),
			new Location(83814, 148630, -3420), new Location(87001, 148637, -3428), new Location(83814, 148630, -3420),
			new Location(82921, 148467, -3495), new Location(82060, 148070, -3495), new Location(82060, 148070, -3495),
			new Location(82060, 148070, -3495), new Location(82060, 148070, -3495), new Location(81544, 147514, -3491),
			new Location(81691, 146578, -3559), new Location(83190, 146687, -3491), new Location(81691, 146578, -3559),
			new Location(81331, 146915, -3559), new Location(81067, 146925, -3559), new Location(80752, 146400, -3533) };

	private int current_point = -1;
	private long wait_timeout = 0;
	private boolean wait = false;

	public Taurin(L2Character actor)
	{
		super(actor);
		AI_TASK_DELAY = 200;
	}

	@Override
	public boolean isGlobalAI()
	{
		return true;
	}

	@Override
	protected boolean thinkActive()
	{
		L2NpcInstance actor = getActor();
		if(actor == null || actor.isDead())
			return true;

		if(_def_think)
		{
			doTask();
			return true;
		}

		if(System.currentTimeMillis() > wait_timeout && (current_point > -1 || Rnd.chance(5)))
		{
			if(!wait)
				switch(current_point)
				{
					// Это паузы на определеных точках в милисекундах
					// (case 3:) Это номер точки на которой делать паузу
					// npcSayInRange - сказать в Зону
					// npcSayToAll - Сказать всем
					// npcSayToPlayer - Сказать определеному игроку
					// npcShout - просто сказать всем видимым
					// пользовать вот так например
					// Functions.npcShout(actor, "Всем лежать, у меня бомба!");
					// Использывание скиллов //
					// actor.broadcastPacket(new MagicSkillUse(actor, actor, _skillId, skilllevel, castTime, 0));
					// На примере 2025 Large Firework //
					// actor.broadcastPacket(new MagicSkillUse(actor, actor, 2025, 1, 500, 0));
					case 4:
						wait_timeout = System.currentTimeMillis() + 10000;
						wait = true;
						return true;
					case 10:
						wait_timeout = System.currentTimeMillis() + 10000;
						wait = true;
						return true;
					case 14:
						wait_timeout = System.currentTimeMillis() + 10000;
						wait = true;
						return true;
					case 16:
						wait_timeout = System.currentTimeMillis() + 10000;
						wait = true;
						return true;
					case 21:
						wait_timeout = System.currentTimeMillis() + 10000;
						wait = true;
						return true;
					case 27:
						wait_timeout = System.currentTimeMillis() + 10000;
						wait = true;
						return true;
					case 30:
						wait_timeout = System.currentTimeMillis() + 10000;
						Functions.npcSay(actor, "Всем лежать, у меня бомба!");
						wait = true;
						return true;
					case 31:
						wait_timeout = System.currentTimeMillis() + 15000;
						Functions.npcSay(actor, "Я больной, за себя не ручаюсь!!!!");
						wait = true;
						return true;
					case 32:
						wait_timeout = System.currentTimeMillis() + 15000;
						Functions.npcSay(actor, "Вы все еще тут? Я вас предупреждал!!!!!");
						wait = true;
						return true;
					case 33:
						actor.broadcastPacket(new MagicSkillUse(actor, actor, 2025, 1, 500, 0));
						wait_timeout = System.currentTimeMillis() + 1000;
						wait = true;
						return true;
					case 35:
						wait_timeout = System.currentTimeMillis() + 10000;
						wait = true;
						return true;
					case 37:
						wait_timeout = System.currentTimeMillis() + 30000000;
						wait = true;
						return true;
				}

			wait_timeout = 0;
			wait = false;
			current_point++;

			if(current_point >= points.length)
				current_point = 0;

			addTaskMove(points[current_point], true);
			doTask();
			return true;
		}

		if(randomAnimation())
			return true;

		return false;
	}

	@Override
	protected void onEvtAttacked(L2Character attacker, int damage)
	{}

	@Override
	protected void onEvtAggression(L2Character target, int aggro)
	{}
}